mirror of
https://github.com/chaoticbackup/chaoticbackup.github.io.git
synced 2026-08-21 08:04:18 -05:00
[add] basic gui for turns, battleboard scrolls
This commit is contained in:
@@ -5,314 +5,349 @@ import API from '../SpreadsheetData';
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// array of array of accesible spaces per swift
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const adjacency_6 = {
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1: [2, 3],
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2: [1, 3, 4, 5],
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3: [1, 2, 5, 6],
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4: [2, 5, 7, 8],
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5: [2, 3, 4, 6, 7, 8, 9],
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6: [3, 5, 8, 9],
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7: [4, 5, 8, 10],
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8: [4, 5, 6, 7, 9, 10, 11],
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9: [5, 6, 8, 11],
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10: [7, 8, 11, 12],
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11: [8, 9, 10, 12],
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12: [10, 11]
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1: [2, 3],
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2: [1, 3, 4, 5],
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3: [1, 2, 5, 6],
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4: [2, 5, 7, 8],
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5: [2, 3, 4, 6, 7, 8, 9],
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6: [3, 5, 8, 9],
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7: [4, 5, 8, 10],
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8: [4, 5, 6, 7, 9, 10, 11],
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9: [5, 6, 8, 11],
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10: [7, 8, 11, 12],
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11: [8, 9, 10, 12],
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12: [10, 11]
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}
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@observer
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export default class Board extends React.Component {
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@observable spaces = [];
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@observable phase = "none";
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@observable source = -1;
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@observable spaces = [];
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@observable phase = "none";
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@observable source = -1;
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@observable activeplayer = true;
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constructor(props) {
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super(props);
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this.selectCard = this.selectCard.bind(this);
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constructor(props) {
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super(props);
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this.selectCard = this.selectCard.bind(this);
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this.spaces = Array(12).fill({
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'creatures': [this.empty_card("creatures")],
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'battlegear': [this.empty_card("battlegear")],
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'mirage': [this.empty_card("mirage")]
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});
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this.spaces = Array(12).fill({
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'creatures': [this.empty_card("creatures")],
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'battlegear': [this.empty_card("battlegear")],
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'mirage': [this.empty_card("mirage")]
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});
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// todo remove / currently simulating
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this.submitChange({event: "phase", action: "movement"});
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this.loadcards();
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}
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// todo remove / currently simulating
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this.submitChange({event: "phase", action: "movement"});
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this.loadcards();
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}
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// TODO
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loadcards() {
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this.spaces[4].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Maxxor", 'i')}});
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this.spaces[4].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Maxxor's Torch", 'i')}});
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this.spaces[1].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Staluk", 'i')}});
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this.spaces[1].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Vlaric Shard", 'i')}});
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for (let i = 0; i < 6; i++) {
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this.spaces[i].creatures[0].controlled = true;
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this.spaces[i].battlegear[0].controlled = true;
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}
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this.spaces[7].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Chaor", 'i')}});
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this.spaces[7].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Whepcrack", 'i')}});
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}
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// TODO
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loadcards() {
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this.spaces[4].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Maxxor", 'i')}});
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this.spaces[4].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Maxxor's Torch", 'i')}});
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this.spaces[1].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Staluk", 'i')}});
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this.spaces[1].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Vlaric Shard", 'i')}});
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for (let i = 0; i < 6; i++) {
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this.spaces[i].creatures[0].controlled = true;
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this.spaces[i].battlegear[0].controlled = true;
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}
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this.spaces[7].creatures[0].data = API.cards.creatures.findOne({'gsx$name': {'$regex': new RegExp("Chaor", 'i')}});
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this.spaces[7].battlegear[0].data = API.cards.battlegear.findOne({'gsx$name': {'$regex': new RegExp("Whepcrack", 'i')}});
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}
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empty_card(type) {
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let card = {
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'data': null,
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'selected': false,
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'selectable': true,
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'controlled': false
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}
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if (type == "creatures") {
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card.moveable = true;
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}
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return card;
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}
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empty_card(type) {
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let card = {
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'data': null,
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'selected': false,
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'selectable': true,
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'controlled': false
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}
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if (type == "creatures") {
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card.moveable = true;
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}
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return card;
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}
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// This is a wraper function for preforming changes to game state
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// It preforms the change locally and propegates it higher
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// So that a network listener can reflect the change on the other client
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// Local changes only could use "make change"
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submitChange = (change) => {
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this.props.submitChange(change);
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this.makeChange(change);
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}
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// This is a wraper function for preforming changes to game state
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// It preforms the change locally and propegates it higher
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// So that a network listener can reflect the change on the other client
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// Local changes only could use "make change"
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submitChange = (change) => {
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this.props.submitChange(change);
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this.makeChange(change);
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}
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// TODO if the board state is changed externally
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// {'event': 'action'}
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makeChange = (change) => {
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// seriously calling without a change?
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if (!change) return;
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console.log(change); // TODO remove
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let action = change.action;
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// TODO if the board state is changed externally
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// {'event': 'action'}
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makeChange = (change) => {
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// seriously calling without a change?
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if (!change) return;
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console.log(change); // TODO remove
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// change the game's phase
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if (change.event == "phase") {
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// action: "string"
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this.phase = action;
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}
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let action = change.action;
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switch (change.event) {
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// add a card to a space
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else if (change.event == "add") {
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// action: {space, type, card}
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this.spaces[action.space][action.type] = action.card;
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}
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// change the active player
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case "active": {
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this.activeplayer = action;
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this.resetCardSelection();
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// when its players turn
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// make creatures moveable
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if (action) {
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this.spaces.forEach((space) => {
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space.creatures.forEach((card) => {
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card.moveable = true;
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});
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});
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}
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// when its opposing players turn,
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// make creatures unmoveable
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else {
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this.spaces.forEach((space) => {
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space.creatures.forEach((card) => {
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card.moveable = false;
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});
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});
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}
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break;
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}
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// remove a specific card at a space
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else if (change.event == "remove") {
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// action: {space, type}
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this.space[action.space][action.type] = this.empty_card(action.type);
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}
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// change the game's phase
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case "phase": {
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// action: "string"
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this.phase = action;
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break;
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}
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// this is a short hand for moving a creature and its battlegear
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else if (change.event == "movement") {
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// action: {src, dest}
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let src = action.src;
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let dest = action.dest;
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this.spaces[dest].creatures = (this.spaces[src].creatures);
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this.spaces[dest].battlegear = (this.spaces[src].battlegear);
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this.spaces[src].creatures = [this.empty_card("creatures")];
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this.spaces[src].battlegear = [this.empty_card("battlegear")];
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}
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}
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// add a card to a space
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case "add": {
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// action: {space, type, card}
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this.spaces[action.space][action.type] = action.card;
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break;
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}
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// remove a specific card at a space
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case "remove": {
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// action: {space, type}
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this.space[action.space][action.type] = this.empty_card(action.type);
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break;
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}
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// this is a short hand for moving a creature and its battlegear
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case "movement": {
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// action: {src, dest}
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let src = action.src;
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let dest = action.dest;
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this.spaces[dest].creatures = (this.spaces[src].creatures);
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this.spaces[dest].battlegear = (this.spaces[src].battlegear);
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this.spaces[src].creatures = [this.empty_card("creatures")];
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this.spaces[src].battlegear = [this.empty_card("battlegear")];
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break;
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}
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default:
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break;
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}
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}
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resetCardSelection() {
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this.spaces.forEach((space) => {
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space.battlegear.forEach((card) => {
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card.selectable = true;
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card.selected = false;
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});
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space.creatures.forEach((card) => {
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card.selectable = true;
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card.selected = false;
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});
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});
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this.source = -1;
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}
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resetCardSelection() {
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this.spaces.forEach((space) => {
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space.battlegear.forEach((card) => {
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card.selectable = true;
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card.selected = false;
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});
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space.creatures.forEach((card) => {
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card.selectable = true;
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card.selected = false;
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});
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});
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this.source = -1;
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}
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// TODO
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canAttack(id) {
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return false;
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}
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// TODO
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canAttack(id) {
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return false;
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}
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selectCard(e) {
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let id = e.target.id.substr(1);
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let type = (() => {
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switch (e.target.id.charAt(0)) {
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case 'b': return 'battlegear';
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case 'c': return 'creatures';
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default: return "";
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}
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})();
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selectCard(e) {
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let id = e.target.id.substr(1);
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let type = (() => {
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switch (e.target.id.charAt(0)) {
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case 'b': return 'battlegear';
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case 'c': return 'creatures';
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default: return "";
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}
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})();
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// When clicking a non-valid target, reset selection
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if (this.spaces[id][type][0].selectable == false) {
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return this.resetCardSelection();
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}
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// When clicking a non-valid target, reset selection
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if (this.spaces[id][type][0].selectable == false) {
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return this.resetCardSelection();
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}
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if (this.phase == "movement" && type == "creatures") {
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// TODO combat
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// TODO if self selection, check activated ability
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if (this.source == id) {
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return this.resetCardSelection();
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}
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// moving into a space
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if (this.source > 0) {
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this.submitChange({event: "movement", action: {src: this.source, dest: id}});
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// Only one move per turn
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this.spaces[id].creatures[0].moveable = false;
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return this.resetCardSelection();
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}
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if (this.phase == "movement" && type == "creatures") {
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// TODO combat
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// TODO if self selection, check activated ability
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if (this.source == id) {
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return this.resetCardSelection();
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}
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// moving into a space
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if (this.source > 0) {
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this.submitChange({event: "movement", action: {src: this.source, dest: id}});
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// Only one move per turn
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this.spaces[id].creatures[0].moveable = false;
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return this.resetCardSelection();
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}
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// don't select a blank space
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if (this.spaces[id].creatures[0].data == null) return;
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// select a card
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this.source = id;
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let src_card = this.spaces[this.source].creatures[0];
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// don't select a blank space
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if (this.spaces[id].creatures[0].data == null) return;
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// select a card
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this.source = id;
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let src_card = this.spaces[this.source].creatures[0];
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// Calculate range of spaces based on swift
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let mv = ((data) => {
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let swift = (new RegExp(/swift ([0-9]+)/gi).exec(data.gsx$ability));
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if (swift) return parseInt(swift[1]) + 1;
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return 1;
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})(this.spaces[id].creatures[0].data);
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// Calculate range of spaces based on swift
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let mv = ((data) => {
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let swift = (new RegExp(/swift ([0-9]+)/gi).exec(data.gsx$ability));
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if (swift) return parseInt(swift[1]) + 1;
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return 1;
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})(this.spaces[id].creatures[0].data);
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// set selectable options
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this.spaces.forEach((space, i) => {
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space.battlegear.forEach((card) => {
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card.selectable = false;
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});
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space.creatures.forEach((card) => {
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let des_card = this.spaces[i].creatures[0];
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card.selectable = ((src_id, dest_id, movement) => {
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// If already moved, no valid movement
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if (!src_card.moveable) return false;
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// No self space movement
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if (src_id == dest_id) return false;
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// set selectable options
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this.spaces.forEach((space, i) => {
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space.battlegear.forEach((card) => {
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card.selectable = false;
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});
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space.creatures.forEach((card) => {
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let des_card = this.spaces[i].creatures[0];
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card.selectable = ((src_id, dest_id, movement) => {
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// If already moved, no valid movement
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if (!src_card.moveable) return false;
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// No self space movement
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if (src_id == dest_id) return false;
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// for each level of swift, increase moveable range
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// TODO account for range
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let valid = adjacency_6[parseInt(src_id) + 1]; // fix offset
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for (let i = 0; i < movement; i++) {
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if (valid.includes(parseInt(dest_id) + 1)) { // fix offset
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// Check if space occupied
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if (des_card.data != null) {
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// Can't move into occupied space of own tribe
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if (des_card.controlled) return false;
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// Check if can start combat
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else return this.canAttack();
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}
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return true;
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}
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valid.forEach((i) => {
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valid = [].concat(valid, adjacency_6[i]);
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});
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}
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// for each level of swift, increase moveable range
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// TODO account for range
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let valid = adjacency_6[parseInt(src_id) + 1]; // fix offset
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for (let i = 0; i < movement; i++) {
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if (valid.includes(parseInt(dest_id) + 1)) { // fix offset
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// Check if space occupied
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if (des_card.data != null) {
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// Can't move into occupied space of own tribe
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if (des_card.controlled) return false;
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// Check if can start combat
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else return this.canAttack();
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}
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return true;
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}
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valid.forEach((i) => {
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valid = [].concat(valid, adjacency_6[i]);
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});
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}
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return false; // if all else its probably not moveable
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})(id, i, mv);
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});
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});
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return false; // if all else its probably not moveable
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})(id, i, mv);
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});
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});
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// creature is now selected
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this.spaces[id].creatures[0].selected = true;
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this.spaces[id].creatures[0].selectable = false;
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}
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}
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// creature is now selected
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this.spaces[id].creatures[0].selected = true;
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this.spaces[id].creatures[0].selectable = false;
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}
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}
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render() {
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return(
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<div className="battleboard">
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<div className="r1">
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<div className="space">
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<Space id={"c0"} cards={this.spaces[0].creatures} selectCard={this.selectCard} />
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<Space id={"b0"} cards={this.spaces[0].battlegear} selectCard={this.selectCard} />
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</div>
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</div>
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<div className="r2">
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<div className="space">
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<Space id={"c1"} cards={this.spaces[1].creatures} selectCard={this.selectCard} />
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<Space id={"b1"} cards={this.spaces[1].battlegear} selectCard={this.selectCard} />
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</div>
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<div className="space">
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<Space id={"c2"} cards={this.spaces[2].creatures} selectCard={this.selectCard} />
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<Space id={"b2"} cards={this.spaces[2].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r3">
|
||||
<div className="space">
|
||||
<Space id={"c3"} cards={this.spaces[3].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b3"} cards={this.spaces[3].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c4"} cards={this.spaces[4].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b4"} cards={this.spaces[4].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c5"} cards={this.spaces[5].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b5"} cards={this.spaces[5].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r4">
|
||||
<div className="space">
|
||||
<Space id={"c6"} cards={this.spaces[6].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b6"} cards={this.spaces[6].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c7"} cards={this.spaces[7].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b7"} cards={this.spaces[7].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c8"} cards={this.spaces[8].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b8"} cards={this.spaces[8].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r5">
|
||||
<div className="space">
|
||||
<Space id={"c9"} cards={this.spaces[9].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b9"} cards={this.spaces[9].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c10"} cards={this.spaces[10].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b10"} cards={this.spaces[10].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r6">
|
||||
<div className="space">
|
||||
<Space id={"c11"} cards={this.spaces[11].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b11"} cards={this.spaces[11].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
render() {
|
||||
return(
|
||||
<div className="battleboard">
|
||||
<div className="r1">
|
||||
<div className="space">
|
||||
<Space id={"c0"} cards={this.spaces[0].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b0"} cards={this.spaces[0].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r2">
|
||||
<div className="space">
|
||||
<Space id={"c1"} cards={this.spaces[1].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b1"} cards={this.spaces[1].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c2"} cards={this.spaces[2].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b2"} cards={this.spaces[2].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r3">
|
||||
<div className="space">
|
||||
<Space id={"c3"} cards={this.spaces[3].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b3"} cards={this.spaces[3].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c4"} cards={this.spaces[4].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b4"} cards={this.spaces[4].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c5"} cards={this.spaces[5].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b5"} cards={this.spaces[5].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r4">
|
||||
<div className="space">
|
||||
<Space id={"c6"} cards={this.spaces[6].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b6"} cards={this.spaces[6].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c7"} cards={this.spaces[7].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b7"} cards={this.spaces[7].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c8"} cards={this.spaces[8].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b8"} cards={this.spaces[8].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r5">
|
||||
<div className="space">
|
||||
<Space id={"c9"} cards={this.spaces[9].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b9"} cards={this.spaces[9].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
<div className="space">
|
||||
<Space id={"c10"} cards={this.spaces[10].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b10"} cards={this.spaces[10].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
<div className="r6">
|
||||
<div className="space">
|
||||
<Space id={"c11"} cards={this.spaces[11].creatures} selectCard={this.selectCard} />
|
||||
<Space id={"b11"} cards={this.spaces[11].battlegear} selectCard={this.selectCard} />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@inject((stores, props, context) => props) @observer
|
||||
class Space extends React.Component {
|
||||
|
||||
constructor(props) {
|
||||
super(props);
|
||||
}
|
||||
constructor(props) {
|
||||
super(props);
|
||||
}
|
||||
|
||||
render() {
|
||||
if (this.props.cards[0].data) {
|
||||
return (
|
||||
<img id={this.props.id} onClick={this.props.selectCard.bind(this)}
|
||||
className={(this.props.cards[0].selected ? "selected" : "") + " "
|
||||
+ (this.props.cards[0].selectable ? "selectable" : "") + " "
|
||||
+ (this.props.cards[0].controlled ? "controlled" : "opposing")}
|
||||
src={API.base_image + this.props.cards[0].data.gsx$image}
|
||||
/>
|
||||
);
|
||||
}
|
||||
else {
|
||||
return (
|
||||
<img id={this.props.id} onClick={this.props.selectCard.bind(this)}
|
||||
className={(this.props.cards[0].selectable ? "selectable" : "")}
|
||||
/>
|
||||
);
|
||||
}
|
||||
}
|
||||
render() {
|
||||
if (this.props.cards[0].data) {
|
||||
return (
|
||||
<img id={this.props.id} onClick={this.props.selectCard.bind(this)}
|
||||
className={(this.props.cards[0].selected ? "selected" : "") + " "
|
||||
+ (this.props.cards[0].selectable ? "selectable" : "") + " "
|
||||
+ (this.props.cards[0].controlled ? "controlled" : "opposing")}
|
||||
src={API.base_image + this.props.cards[0].data.gsx$image}
|
||||
/>
|
||||
);
|
||||
}
|
||||
else {
|
||||
return (
|
||||
<img id={this.props.id} onClick={this.props.selectCard.bind(this)}
|
||||
className={(this.props.cards[0].selectable ? "selectable" : "")}
|
||||
/>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,11 +15,17 @@ export default class Play extends React.Component {
|
||||
}
|
||||
|
||||
handleChange() {
|
||||
|
||||
// When handling movement, flip the card's owner before sending network
|
||||
}
|
||||
|
||||
componentDidUpdate() {
|
||||
// this.makeChange();
|
||||
this.makeChange({event:"active", action: true});
|
||||
}
|
||||
|
||||
// TODO own GUI class
|
||||
endTurn() {
|
||||
this.makeChange({event: "active", action: true});
|
||||
}
|
||||
|
||||
render() {
|
||||
@@ -31,6 +37,9 @@ export default class Play extends React.Component {
|
||||
|
||||
return (
|
||||
<div className="play">
|
||||
<div className="gui">
|
||||
<div className="endturn"><button onClick={this.endTurn.bind(this)}>End Turn</button></div>
|
||||
</div>
|
||||
<Board
|
||||
submitChange={this.handleChange.bind(this)}
|
||||
ref={n => {if (n) this.makeChange = n.makeChange}}
|
||||
|
||||
@@ -4,15 +4,35 @@
|
||||
$margin_offset: 10px;
|
||||
$card_width: calc(350px / 2);
|
||||
$card_height: calc(250px / 2);
|
||||
$view_height: 600px;
|
||||
|
||||
height: 50em;
|
||||
height: $view_height;
|
||||
position: relative;
|
||||
|
||||
.gui {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: calc(#{$view_height} - 20px);
|
||||
// all children are above field
|
||||
>* {
|
||||
z-index: 20;
|
||||
}
|
||||
}
|
||||
|
||||
.endturn {
|
||||
position: absolute;
|
||||
border: 1px solid red;
|
||||
border-radius: 5px;
|
||||
right: 0%;
|
||||
bottom: 0%;
|
||||
}
|
||||
|
||||
.battleboard {
|
||||
position: relative;
|
||||
position: absolute;
|
||||
overflow-x: auto;
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 50em;
|
||||
height: $view_height;
|
||||
|
||||
> div {
|
||||
height: 100%;
|
||||
@@ -92,7 +112,7 @@
|
||||
}
|
||||
|
||||
.r1 {
|
||||
left: calc(#{$margin_offset});
|
||||
padding-left: $margin_offset;
|
||||
.space:first-child{
|
||||
top: calc(50% - #{$card_height}/2);
|
||||
}
|
||||
@@ -145,6 +165,7 @@
|
||||
}
|
||||
|
||||
.r6 {
|
||||
padding-right: $margin_offset;
|
||||
left: calc(#{$margin_offset} + (#{$card_width} + 25px + 10px)*5);
|
||||
.space:first-child{
|
||||
top: calc(50% - #{$card_height}/2);
|
||||
|
||||
Reference in New Issue
Block a user